Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
a man gets turned to red mist by a mine and he can come back
but if he catch cold and he's not allowed to play anymore
Agreed, even waiting for 40 minutes for others to finish the game you get no reward in the end. Its a huge waste of time. Really hoping developers reconsider this its absolutely terrible when your playing with friends.
but if it's just an AI controlling it I don't see why you couldn't just let us reinforce the dead guy while his corpse is ruining around
I think if there was a way to resurrect infected players, I think it should have something to do with the research center outpost. maybe you could use the machine there to try and find a way to reverse it.
I think there would a be a small timesink into it. like studying their dead body and using information/tools obtained at the research outpost. Or maybe being able to have a sort of improved vaccine with a syringe gun to shoot at their body while they're running around.
The syringe gun idea would have you giving up both time and item space just at the possibility of finding your friend and trying not to get your face ripped off first.
I don't really know, just throwing out ideas.
I do think there should be a lasting penalty for being infected, but there should be a way to bring them back at the expense of research gained and the timesink of it.
getting infected early on and having to sit out a round on this long round-based game is something else for sure
I dont know if the game is really meant to be played with a big lobby where losses are expected to be frequent but ive primarily played it with a small group of friends, in this scenario the inability to reinforce players effectively kills the game very quickly once too many players do actually die no matter how much intel we manage to gather.
Survivors becoming a playable infected after death is a toggleable mechanic, so i think the easiest solution would be to add reinforcements for the "PVE" mode for players that die from the infection and keep it no reinforcements for infected on the "PVP" mode.
Sorry the abillity to create a vacine that you use on INFECTED husks to respawn them as players. should have made that more clear. Ex. Kill two husks you can now use this item to respawn a 3rd husk into a person?
I think it's crucial to think that this is a game, and fun should trump "realism". One of this game's biggest turn-offs imo is people sitting in dead-spectator mode for ages, with nothing to do. New players might get a taste of this and then just give up on the game.
Harder difficulties should definitely stay hard for the veteran players, but for new players starting out I think it's important that Easy difficulty gives them a space to trial and error repeatedly as they get a feel for the game.
Accessibility will help the community grow.